101 7th Level Spells (PFRPG) PDF

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Never Cast the Same Spell Twice!

101 7th Level Spells gives you—yes, you guessed it—101 7th level spells, that will help you realize the vision you've had for your spellcaster.

Wholly compatible with the Pathfinder Roleplaying Game, 101 7th Level Spells adds new agonizing choices to the creation of your character's spell list and their advancement without breaking the game.

Created as part of the 101 Series Subscription.

Author: Steven D. Russell
Cover Image: Hugo Solis
Pages: 30

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4.50/5 (based on 2 ratings)

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A cool selection of spells

5/5

This pdf is 34 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 30 pages for the spells, so let's take a closer look at the spells, shall we?

7th level is traditionally the level that introduces what I like to call "High Magic", i.e. spells that only specialists, primary casters, can cast and subsequently I expect something beyond useful or cool spells, but rather magic that clearly distinguishes the caster as a master of his craft.

In accordance with my format for 101-spell-reviews, I'll once again mention select spells which I considered cool and ones I didn't like, hopefully providing a nice overview of the book.

After 3 pages of spell-lists we get the spells, so let's check them out! The first spell I found that I really liked is a debuff/buff-spell called "Calculated Anger", which grants barbarian-like rage bonuses to allies and penalizes the enemies with uncontrollable anger. "Consume Item" destroys magic items via touch and grants you temporary HP - your PCs will hate this spell and I love it! One of the coolest spells in the book, though, has to be "Copycat": You can replicate a spell of 6th level or lower cast by before by any caster in the encounter it is cast, complete with variable casting times dependent on the casting time of the original spell.

Once again, the series also features some nice curse-spells: "Bestow Greater Curse" felt rather uninspired - especially in direct contrast with the "Scourge"-curse (also in this book): While the latter comes with great sample curses, the former is only a bland set of penalties. "Curse Greater Ability" is a spell that, while not bad per se, I didn't like: It prevents a foe from using one ability. While not bad, it is dependent on meta-game-knowledge and subsequently not my cup of tea. One of the cool spells, fluff-wise, is "Dragon's Teeth Warriors", creating clay golems from dragon's teeth planted in the ground. "Earth and Fire" also rocks - it deals damage AND modifies effects in the area of the spell, adding e.g. bludgeoning damage to fire spells. Awesome idea, I would have loved to see more like that. "Explosive Dispel" is also nice - dispel and damage in one fell swoop.
For the dragon-fans, there is "Flames of the Dragon's Fury", a spell that grants you a fear-aura, natural armor and the ability to use draconic breath (which shortens the spell's duration) - great and iconic spell! "Ward of Vaults" and "Haunted Grounds" are also nice spells, making locations more hostile to intruders and offering several nice ideas. When I read "Monstrous Lore", I thought I'd hate the spell: It tells the players the abilities of a monster via its parts or scat. However, it only delivers the names of the abilities, not what they do, potentially giving the DM some leeway. "Rage of the Red Dragon" is a good example for a wasted chance - it's just a combination of "Form of the Dragon I" and "Rage". Especially in contrast to the "Flames of the Dragon's Fury"-spell, this felt rather bland. For the rather sadistic guys like yours truly, there's also a great spell "Mass Unstable Form" temporarily polymorphs the victims into living, amorphous blobs. The best spell, though, has to be "Steal the Painful Memory", which removes a certain event from the collective knowledge of a large area, but also creates a piece of evidence - once the evidence is destroyed, the knowledge returns to the people. AWESOME!

Conclusion:
Editing and formatting are very good, I only noticed one glitch, not enough to detract from the final score. Layout adheres to the classic b/w-two-column standard and the artworks are ok. On a design note, there are almost no spells I didn't like and I gave some examples of cool spells. However, in contrast to e.g. 6th, 9th and 0-level, I didn't notice that many "OMG-HOW-COOL"-spells. Thus, my final verdict will be 4.5 stars, concluding my reviews of 1010 spells on a rather high note.


Another fine issue in the line.

4/5

101 7th level Spells by Rite Publishing

This product is 34 pages long. It starts with a cover and credits. (2 pages)

The seventh installment of the 101 spells.
Next it jumps to the spells by class tables. (3 pages)
Cleric – 43
Druid – 30
Sorc/Wiz by school
Abjuration - 9
Conjuration – 9
Divination – 5
Enchantment – 7
Evocation – 9
Illusion – 8
Necromancy – 10
Transmutation – 19

The following section gets into the meat of the spells. Here is a few that stood out for me good and bad. (27 pages)

Good
Bane of the Warlock – Creates a burst of divine energy that harms arcane casters/abilities.
Bestow Greater Curse – a more effective curse.
Caster Feedback – creates a area where any spell or spell like ability is used, it causes damage to the caster.
Choking Darkness – creates a thick area of darkness, that not only blocks, sight, but sound and other senses. It is so think it can suffocate those inside.
Deception – You become invisible while a illusory double of yours does a preset routine.
Dragon Summon – You summon a dragon, love the idea of this spell. I do have one critic, it accepts commands and will attack things for you. It won't harm it's self. My one problem is this last, it won't attack creatures 8 CR above it, my problem is I think that is a bit to high personally. I would have lowered it to 4 or so.
Dragon's Teeth Warriors – you bury dragon teeth and clay golem warriors spring from the ground to fight for you. Limited number based on level.
Haunted Grounds – You make a area appear to be haunted. Due to the long casting time which I like. I think it should have effected a larger area and lasted longer days instead of hours.
Heart Clutch – Gruesome spell that deals con dmg, if it does enough to kill the target their heart rips out of their body into the casters hand.
Kismet's Whisper – You see the future, neat idea. It works by during the duration at any point if something happens, bad roll, event happens etc. The caster can declare this is the event they seen and get a single standard action just before the events happen. It must be done as soon as it starts, then redo that round with the caster getting a standard action at the very start. Perhaps to yell ambush before walking into it.
Scourage – A powerful curse that is permanent until removed.
Steadfast Friend – Permanent charm person spell until removed. Gets a new save if attacked by you or your friends.
Steal Painful Memory – Cast on a area and it removes on painful memory. Such as forget Tom Falcons murder. Those that fail the will save will believe what makes most sense instead. Maybe he moved away or died of natural causes, everyone believes the same thing. Great fluff spell.
Unforgettable – Everyone notices and remembers the target. Another great fluff spell.
Unmagical Curse – a Curse that removes their magical abilities, supernatural abilities, spells and magic items no longer work for them. Last until removed.
Unravel the Mortal Coil – does damage to target, if enough to kill them, they raise as a undead under the casters control. My critic, it doesn't way when, so I am guessing at once. I think it would have been cooler if it raised the round after it died.
Wall of Divine Light – does divine dmg to those passing threw, undead take more damage. I do have on critic, I think those of the same alignment or maybe worship the same god as the cleric should be immune.

Good/Bad
Wall of Torment – Love the idea of the spell. It is even a ok spell. It cause dex and str dmg with a moral penalty to attack, saves, etc rolls. It is invisible, I think it would have been cooler to look like a wall of screaming tormented ghosts and add in a minor fear ability to attempt to pass threw it.

Bad
Consume Item – with a touch it destroys magic items(save for broken) and gives temp hp. I suppose it is not a bad spell, but I just didn't care for it. I can't say way but it just, something about it.
Inspire True Love – Ok I am listing it as bad, I don't think it is a bad spell, it is a interesting fluff spell. What I don't like is it is transmutation and to me it should be divination. Since with in a weeks time they will somehow meet their true love, but won't know who it is.
Ordeal of Lose – Cast on willing creature, it last until it is charmed and the charm wears off. Once it does it makes a save, either way it is filled with depression and lose, a lost save does subdual dmg, reduced to zero hp from it and it starts doing lethal dmg. Ok the spell I suppose is fine, but I don't get the point really. I suppose it is a way to if they fail their save make your charm targets not be a threat to you, but I found the spell meh. I would have rather it effect the memory of the target and make it remember the caster of the charm that effected it fondly and not be upset at being charmed or something like that. As it is I found the spell very meh.

It ends with OGL and ad. (2 pages)

Closing Thoughts. The art is black and white and ranges from ok to pretty good. I didn't notice any obvious errors in the book. There was a few points where things could have been more clear but all and all not bad. Most of the spells where pretty good and well balanced. I mentioned a few of the spells I had issues with or had critics for. Again in this one where there was fewer spells I thought was very good though, but the ones that was very good where top notch. There was more spells I thought was meh, than in previous versions. Not bad just not really my thing. To be fair though I am finding it much harder to judge a spells power at these higher levels.

So whats my rating? Well I thought this one was pretty good, not great but pretty good. I am giving it a 4 star. I almost went 3.5 but felt it was just good enough to warrant a 4 star. I know higher level spells are typically hard to balance.



I wanted to thank Vic for getting this up!

Dark Archive

Pathfinder Roleplaying Game Superscriber

More new spells.


Dark_Mistress wrote:
More new spells.

Yeah this one was a deeper struggle to reach 101 than previous editions have been and many of the inspirations for the spells in this book are owed to Dave Paul the editor and Ben McFarland who just likes spells.

Dark Archive

Pathfinder Roleplaying Game Superscriber

reviewed.


Thanks for taking the time to do the review Dark mistress.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Still really looking forward to your web enhancement that adds the spells lists for the new APG classes for all the spells of the 101 series. :)


I have the 1st level spells done, and am working slowly, I keep getting slowed down by having to do the current ones first.

Dark Archive

Pathfinder Roleplaying Game Superscriber

No rush, just something I am really looking forward to. Plus it is just a nice gesture on the part of a company to release support for their older products. That was something in 3.x days that sometimes bugged me, cool stuff would come out, then never get used or expanded on again. :)


Reviewed here, on RPGaggression (along 2nd and 3rd), DTRPG and sent to GMS magazine. Cheers!


Thanks for taking the time to do the review End.

I will say that 7th level was the hardest level for me to do.


I thought that 7th level was hard, but I figured level 0 would be harder... interesting info, Steve!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Nice review, now write more. :)

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